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AGE OF DARKNESS, HORUS HERESY This team list uses the FW Redbook, Age of Darkness and Istvaan Legions books, as well as the work of the Heresy 30k forum. All rules not listed here will be drawn from there, mainly weapons profiles. If a rule differs from these sources, it will be clearly stated.
FACTION KEYWORDS All models in this list have the Legiones Astartes, keywords. Also your team must choose either or keyword.
MODEL AVAILABILITY You must adhere to the following model requirements when building your Kill Team:
• 1 Team Leader model • 1-20 Core models • 0-5 Special models
Legion Specific, Rites of War Each Legion has army specific rules, which add additional abilities and core choices. Only one Legion may be chosen for your Kill Team.
TRAITORIS MAJOR
3RD Legion, Emperor’s Children
-Models always fight first in the Fight phase even if they didn’t charge. If the enemy has models that have charged, or that have a similar ability, then alternate choosing models to fight, starting with the player whose turn is taking place. -If within 1” of an enemy Character; an Emperor’s Children Character must direct all of his attacks against the enemy Character. -Astartes models suffer a -1 penalty to Leadership during the Morale phase if an enemy Character killed a friendly Emperor’s Children Character within 6” during the preceding Fight phase
4th Legion, Iron Warriors
- Models with this ability roll 3D6 and discard the highest result when taking Nerve tests -All Grenade type weapons thrown by models with this ability inflict +1 Damage against Buildings/Structures -In missions where a dice roll is used to determine game length the Iron Warriors’ opponent may choose to play a final turn instead of rolling a D6
8th Legion, Night Lords
-In the first battle round of the game, Night Lords models may claim the Benefit of Cover, even when in the open. If they already are in cover, then the benefit of cover is increased to +2. -If there are more friendly Night Lords than enemy models in combat at the start of the Fight phase, Night Lords add 1 to their Hit and Wound rolls until the end of the Fight phase. When counting models on either side, models with the Jump Pack, Biker or Terminator keywords counts as two models. -If a Night Lords Leader is slain, every Astartes model in the same Kill Team reduces their Leadership by 1 for the rest of the battle round
12th Legion, World Eaters
-When a model makes a successful charge, it can make one additional attack in the subsequent Fight phase, and can re-roll any Wound rolls of a 1. -Models must always consolidate the full 3” directly towards the nearest enemy model, and attempt to get within 1” if possible.
14th Legion, Deathguard
-Models ignore negative modifiers to their Leadership characteristic. -Models are never slowed by and never take damage from Battlefield Terrain. -Models with this ability may only move 2” when performing a Heroic Intervention or Consolidate move -Legion Destroyer Marines may be taken as Core as well as Special.
15th Legion, Thousand
Sons
-Models must choose the same as the Team Leader. The five cults and their respective abilities are listed here: -Athanean: Enemy Psykers suffer -1 to attempts to manifest psychic powers within 8” of models from the Athenaean cult -Corvidae: Models from the Corvidae cult can re-roll hit rolls of 1 in Shooting phase, if they were stationary in the Movement phase -Pavoni: Models from the Pavoni cult can re-roll failed charge rolls. -Pyrae: Models from the Pyrae cult are equipped with Psychic flames -Raptora: Models from the Raptora cult have a 6+ invulnerable save, or add 1 to their existing invulnerable save -Each time a model with this trait suffers a wound as a result of Perils of the Warp, all friendly Thousand Sons Astartes suffer -1 to their Leadership when taking Nerve tests for the rest of that battle round. In addition, if the Thousand Sons Leader is slain, all friendly Thousand Sons Astartes suffer -1 to their Leadership when taking Nerve tests for the rest of the game -Before the battle, generate the psychic powers for Psykers that can use powers from the Cult disciplines using the appropriate table below
16th Legion, Sons of Horus
-Models with this ability who roll to Hit rolls of a 6+ in the Fight phase generate an additional attack (additional attacks do not generate further attacks). -Models with this ability get a +1 bonus to hit rolls when making attacks with Rapid Fire or Assault type weapons within 3” of the target model. -Models with this ability can only benefit from special abilities or psychic powers that are provided by Sons of Horus models. In addition, in missions that award Victory Points for killing the Warlord, a Sons of Horus Warlord is worth 1 more VP than normal.
17th Legion, Word
Bearers
-True Believers: Models with this ability can re-roll failed Nerve tests -Charismatic leadership – If the Word Bearers Team Leader is killed all Word bearer models suffer -1 to their LD for the rest of the game.
20th Legion, Alpha Legion
-Mutable Tactics: Before setting up your first model, pick one ability from the list below. All Alpha Legion Astartes models gain this ability for the rest of the battle. • Feigned Deployment: At the start of the first battle round but before the first turn begins, you can move this model up to 6”. It cannot end this move within 9” of any enemy models. If both players have models that can do this, the player who is taking the first turn moves their models first. • Advance Deployment: When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 18” from any enemy models. • Technical Secrets: When targeting enemy Vehicles, this model may re-roll Wound rolls of 1. • Combat Stimulants: If this model charged or was charged in the Charge phase, it may re-roll Hit rolls of 1 in the following Fight phase. • Advance Surveying: This model ignores any negative effects from Battlefield Terrain. - Martial Hubris: If a Kill Team containing an Alpha Legion has suffered more destroyed models than the enemy team at the end of the game then it gives the opponent +1 VP
Cult Disciplines Athanean Discipline D3 Roll Power
1
Mind Control Warp charge 6 If manifested, pick an enemy model within 6” of the psyker and roll 3D6. If the score is less than that model’s Leadership nothing happens, but if it is equal to or greater, that model can immediately shoot another enemy model of your choice, or make a single close combat attack against it, as if it were part of your army. Models cannot attack themselves
2
Horrify Warp charge 6 Choose an enemy model within 9” of the psyker – your opponent must subtract 1 from the Leadership of that model until your next Psychic phase
3
Mass Hypnosis Warp charge 7 If manifested, select a visible enemy model within 9” of the psyker. Until the start of your next Psychic phase, the target cannot fire Overwatch, fights last in the Fight phase even if it charged, and must subtract 1 from its hit rolls
Corvidae Discipline D3 Roll Power
1
Prescience Warp Charge 7 If manifested, select a Thousand Sons model within 9” of the psyker. You can add 1 to all hit rolls made for that model until the start of your next Psychic phase.
2
Forewarning Warp charge 6 If manifested, select a Thousand Sons model within 9” of the pskyer. Until the start of your next Psychic phase, you can add 1 to any invulnerable saves taken for the model. Models that do not have an invulnerable save instead gain a 5+ invulnerable save
3
Reveal Warp charge 6 If manifested, choose an enemy model within 9” of the psyker – this model does not gain any bonus to its saving throws for being in cover until your next Psychic phase
Pavoni Discipline D3 Roll Power
1
Blood Boil Warp charge 5 If manifested, select a visible enemy model within 9” of the psyker and roll three dice. The target suffers a mortal wound for each result that equals or exceeds its Toughness characteristic
2
Iron Arm Warp charge 5 If manifested, select a friendly Thousand Sons model within 9” of the psyker. Until the start of your next Psychic phase, each time that model loses a wound, roll a D6; on a 5+, the damage is ignored and the model does not lose that wound
3
Renewal Warp charge 5 If manifested, select a friendly non-Vehicle Thousand Sons model within 9” of the psyker. That model recovers D3 wounds lost earlier in the battle
Pyrae Discipline D3 Roll Power
1
Inferno Warp Charge 5 If manifested, select a visible enemy model within 6” of the psyker. Roll one dice for each model within 3” of that model – the model suffers a mortal wound for each roll of 6
2
Burning Blades Warp charge 6 If manifested, pick a friendly Thousand Sons model within 6” of the psyker. Add 1 to any wound rolls you make for that model’s Melee weapons until the start of your next Psychic phase
3
Sunburst Warp charge 8 If manifested, a vortex opens above the nearest visible enemy model within 6” of the psyker. That model, and every other model within 3” of that model suffers D3 mortal wounds. The number of mortal wounds inflicted is increased to D6 if the power is manifested with a Psychic test of 12+
Raptora Discipline D3 Roll Power
1
Levitate Warp charge 6 If manifested, pick a friendly Thousand Sons model within 3” of the psyker. That model can immediately move as if it were its Movement phase. You cannot use Levitate on a model more than once in each Psychic phase
2
Psychic Barrier Warp charge 6 If manifested, choose a friendly Thousand Sons model within 6” of the psyker. Until the start of your next Psychic phase, add 1 to that model’s saving throws
3
Nightshroud Warp charge 6 If manifested, choose a friendly Thousand Sons model within 6” of the psyker. Until the start of your next turn, any enemy model that targets the chosen model with a ranged weapon suffers a -1 penalty to its hit rolls
LEGION SUB-CENTURION
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 4 3 9 2+
EQUIPMENT - Bolt Pistol - Chainsword - Bolter - Frag and Krak Grenades
RULES - Inspiring Presence - Depending on the wargear options selected by Legion Sub-Centurion, allows the following models as core choices as well as special: - Space Marine Bike: Outriders - Skyhunter Jetbike: Skyhunters (5 Total per Kill Team, includes Team Leader) - Terminator Armour: Terminators - None of the above – Veteran Tacticals - Legion Traits - Terminator Armour: A model equipped with Terminator Armour has a 5+ invulnerable - Cataphractii Armour: A model equipped with Cataphractii Armour has a 4+ invulnerable - Tactical Precision: You can re-roll Wound rolls of 1 for friendly units that are within 6” of a this model
OPTIONS - Can be upgraded with a bike. If it does, it replaces its Infantry keyword with Biker. - A Legion Centurion on Bike can replace its legion space marine bike with a legion skyhunter jetbike (heavy bolter). If it does, its Move characteristic is increased to 16”, its Save characteristic is improved to 2+, and it gains the Fly keyword. - Can be upgraded to Terminator Armour. If it does, it gains the Terminator keyword. - A Legion Sub-Centurion in Terminator Armour can take Cataphractii Armour. If it does, its Move characteristic is reduced to 4”. - A Legion Sub-Centurion in Terminator Armour can take Tartaros Armour. If it does, its Move characteristic is increased to 6”. - Can take a jump pack. If it does, its Move characteristic is increased to 12”, and it gains the Fly and Jump Pack keywords - Can replace its chainsword with an item from the Pistols or Melee Weapons lists - Can replace its bolt pistol with an item from the Pistols or Melee Weapons lists. - Can take an item from each of the Ranged Weapons*, and the Wargear* lists - Can replace its combi-bolter and/or power weapon with items from the Melee Weapons list - This model can replace its combi-bolter with items from the Ranged Weapons list. - This model can take melta bombs* * Not available to a Centurion in Terminator Armour - Depending on the Legion chosen, may replace its weapons with weapons specific to their parent legion
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
30
LEGION STRIKE LEADER
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 3 3 9 3+
EQUIPMENT - Bolt Pistol - Bolter - Chainsword - Frag and Krak Grenades
RULES - Inspiring Presence - Legion Traits - Tactical Precision: You can re-roll Wound rolls of 1 for friendly units that are within 4” of a this model
OPTIONS - Can be upgraded to one of the following sub-types 5pts - Assault Leader, gains Jump Pack, 12” M, Fly Keyword 5pts - Breacher Leader, gains Boarding Shield, and may re-roll wounds against weapons that hit automatically 5 pts - Destroyer Leader, gains dual bolt pistols, loses Bolter, and can take up to 3 phosphex bombs - Can replace its chainsword with an item from the Pistols or melee Weapons list - Can replace its Bolt Pistol with an item from the Pistols or Melee Weapons list - Can replace its Bolter with an item from the Ranged or Combi-Weapons list - Can take any item from the Wargear list - Can take Melta Bombs - Depending on the Legion chosen, may replace its weapons with weapons specific to their parent legion
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
WARDEN CHAPLAIN
NAME M WS BS S T W A Ld Sv
Legionnaire 7” 3+ 3+ 4 4 3 3 9 3+
EQUIPMENT - Crozius Arcanum (Power Maul) - Bolt Pistol - Krak and frag grenades
RULES - Inspiring Presence - Litanies of Hate: You can re-roll failed hit rolls in the Fight phase for friendly units within 6” of this model
OPTIONS - Can replace his bolt pistol with an item from the Ranged or Pistols list - Can take melta bombs - Depending on the Legion chosen, may replace its weapons with weapons specific to their parent legion
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
25
30
LEGION VETERAN SERGEANT
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 3 2 8 3+
EQUIPMENT - Bolt Pistol - Bolter - Chainsword - Frag and Krak Grenades
RULES - Inspiring Presence - Veteran Tactics: Before the game begins select one of the following options. This unit gains the benefit of that ability for the duration of the game. • Marksmen: Any hit rolls of a 6+ that this unit makes with ranged weapons improve their AP value by 1 (e.g. an AP-1 weapon becomes AP -2). • Resolve: This rolls 3D6 for a failed Nerve or Rout Test and discards the highest • Weapon Masters: This unit can re-roll hit rolls of 1 during the Fight phase. • Xenobane: This unit can re-roll failed to wound rolls against models with _____ Keyword
OPTIONS - Can replace its chainsword with an item from the Pistols or melee Weapons list - Can replace its Bolt Pistol with an item from the Pistols or Melee Weapons list - Can replace its Bolter with an item from the Ranged or Combi-Weapons list - Can take any item from the Wargear list - Can take Melta Bombs - Depending on the Legion chosen, may replace its weapons with weapons specific to their parent legion
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
LEGION LEXICANIUM
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 3 3 9 3+
EQUIPMENT - Force Weapon - Bolt Pistol - Krak and frag grenades
RULES - Inspiring Presence, Psyker (Smite) - Psychic Powers: This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to Deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Librarius discipline
OPTIONS - Can replace his boltpistol with an item from the Ranged or Pistols list - Can take melta bombs - Depending on the Legion chosen, may replace its weapons with weapons specific to their parent legion
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Psyker
20
45
PHOENIX CHAMPION (May only be selected in a Emperor’s Children kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 4 2 9 2+/5++
EQUIPMENT - Phoenix Power Spear
RULES - Inspiring Presence - Living Icon: Friendly Emperor’s Children models within 6” of models with this ability, subtract 1 from Nerve tests. - Sudden Strike: Models killed by Overwatch can attack as normal when this model is activated during the following Fight phase. - Legion Elite: This model can re-roll hit rolls of 1 during the Fight phase. - If a Phoenix Champion is chosen as your leader, Phoenix Terminators may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Phoenix Champion can take a grenade harness
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
PALATINE PREFECTOR (May only be selected in a Emperor’s Children kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 2+ 3+ 4 4 3 2 9 2+
EQUIPMENT - Bolt Pistol - Charnabal Sabre - Frag and Krak Grenades
ABILITIES - Inspiring Presence - Blademasters: Each hit roll of 6+ against a model in the Fight phase grants this model a
single additional attack with the same weapon (additional attacks do not generate further attacks).
- Legion Elite: This model can re-roll hit rolls of 1 during the Fight phase. - If Palatine Prefector is chosen as your leader, Palatine Blades may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Palatine Prefector can replace his bolt pistol with a plasma pistol. - The Palatine Prefector can take melta-bombs - Can be equipped with a jump pack, gaining the Jump Pack and Fly keywords
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
40
30
ORCHESTRATOR (May only be selected in a Emperor’s Children kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 3 2 9 3+
EQUIPMENT - The Cacophony - Bolt Pistol - Chainsword - Krak and frag grenades
RULES - Inspiring Presence - The Cacophony: Enemy models in base contact with a model equipped with Cacophony suffer a -1 penalty to hits rolls during the Fight phase - If a Orchestrator is chosen as your leader, Chora’s may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Orchestrator can replace his chainsword with a power weapon or power fist. - The Orchestrator can replace his bolt pistol with a plasma pistol. - The Orchestrator can take melta bombs
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
TYRANT SIEGE MASTER (May only be selected in a Iron Warriors kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 4 2 9 2+/4++
EQUIPMENT - Twin Missile Launcher - Power Fist - Combi-Bolter
RULES - Inspiring Presence - Wrecker: All attacks by this model cause an additional 1 point of damage against Buildings. - Omniscope: Enemy models do not receive the benefit to their saving throws for being in cover against attacks made by a Tyrant Siege Master. - If a Tyrant Siege Master is chosen as your leader, Tyrant Terminators may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Siege Master can replace its combi-bolter with an item from the Combi-Weapons list
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
25
35
IRON HAVOC SERGEANT (May only be selected in a Iron Warriors kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 2+ 4 4 4 2 9 3+/5++
EQUIPMENT - Bolt Pistol - Heavy Bolter w Shrapnel Bolts - Frag and Krak Grenades
RULES - Inspiring Presence - Tank Hunters: The model adds 1 to the strength of its weapons when targeting Vehicles. - Deadly aim: Models attacked by the Havoc in the shooting phase do not get any bonus to their saving throws because of cover. - If an Iron Havoc Sergeant is chosen as your leader, Iron Havocs may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Iron Havoc Sergeant can replace his heavy bolter with a power weapon or a power fist - The Iron Havoc Sergeant can take melta bombs
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
HEADSMAN (May only be selected in a Night Lords kill team)
NAME M WS BS S T W A Ld Sv
Terror Marine 6” 3+ 3+ 4 4 3 2 9 3+
EQUIPMENT - Bolt Pistol - Chainsword - Frag and Krak Grenades
RULES - Inspiring Presence - Executioners: This model can re-roll failed hit rolls against Infantry. Enemy models within 3” of one or more Terror Marines reduces its Leadership by 1. - Concealed Positions: When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 9” from the enemy deployment zone. - If a Headsman is chosen as your leader, Executioners may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Headsman can replace his chainsword with a power weapon, nostraman chainglaive, power fist or lightning, claw - The Headsman can replace his bolt pistol with a hand flamer or plasma pistol. - The Headsman can take melta bombs
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
25
25
HUNTMASTER (May only be selected in Night Lords kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 12” 3+ 3+ 4 4 3 2 9 3+
EQUIPMENT - Bolt Pistol - Chainsword or Combat Blade - Frag and Krak Grenades - Jump Pack
RULES - Inspiring Presence - Onslaught: This model gets +D3 Attacks on the charge - If a Huntmaster is chosen as your leader, Night Raptors may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Huntmaster can replace his bolt pistol with a volkite serpenta, hand flamer or plasma pistol - The Huntmaster can melta bombs
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Fly
THE DEVOURED (May only be selected in a World Eaters kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 4” 2+ 4+ 4 4 4 2 9 2+/4++
EQUIPMENT - Power Axes (2)
RULES - Inspiring Presence - Ravening Madmen: This model can never re-roll their failed hit rolls, for any reason. If this model is within 1” of an enemy model is automatically passes any Morale tests it is required to take. Enemy models targeting this model during the Fight phase can never hit on worse than a 3+. - Dark Fury: If this model is equipped with two melee weapons, it gains +1 Attack. - Unstoppable Charge: This model can re-roll failed charge rolls. - If The Devoured is chosen as your leader, Red Butcher Terminators may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Devoured can replace either of its power axes with a power fist, chainfist or thunder hammer. - The Devoured may take an item from the Combi-Weapons list
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
25
40
RAMPAGER CHAMPION (May only be selected in a World Eaters kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 4+ 4 4 3 2 9 3+
EQUIPMENT - Bolt Pistol - Chainaxe - Frag and Krak Grenades
RULES - Inspiring Presence - Vanguard: Once both side are deployed but before the first player takes their turn, this model can move as if it were their Movement phase - Feel No Pain: Roll a dice for each wound this model suffers; on a 6, that wound is ignored. - If Rampager Champion is chosen as your leader, Rampagers may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Rampager Champion can replace its bolt pistol with a plasma pistol - The Rampager Champion can replace its chainaxe with a lightning claw, power fist, or an item from the Power Weapons list - Can be equipped with a jump pack, gaining the Jump Pack and Fly keywords
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
CHEM MASTER (May only be selected in a Death Guard kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 4” 3+ 3+ 4 4 4 2 9 2+/4++
EQUIPMENT - Assault Grenade Launcher w/Krak and Toxin Grenades - Power Fist
RULES - Inspiring Presence - Death Cloud: Infantry and Biker models charging this model do not get to strike during the ‘chargers’ portion of the Fight phase. Instead they can be activated in the alternating activation stage along with models that did not charge. - If a Chem-Master is chosen as your leader, Grave Warden Terminators may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Chem-master can replace its assault grenade launcher with an item from the Combi-Weapons list
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
25
40
DEATHSHROUD CHAMPION (May only be selected in a Death Guard kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 5” 3+ 3+ 4 4 4 2 9 2+/5++
EQUIPMENT - Hand Flamer with Chem-mmodelions - Deathshroud Power Scythe
RULES - Inspiring Presence - If a Deathshroud Champion is chosen as your leader, Deathshroud Terminators may be selected as core. You may field 5 total (Including Leader)
OPTIONS - May take Melta Bombs 5 pts
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
SEKHMET INCEPTOR (May only be selected in an Thousand Sons kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 5” 3+ 3+ 4 4 4 2 9 2+/4++
EQUIPMENT - Force Weapon (Axe, Maul, or Sword) - Combi-Bolter with Asphyx Shells
RULES - Inspiring Presence - Psyker: It knows the Smite power and one psychic power from the relevant Discipline - If a Sekhmet Inceptor is chosen as your leader, Sekhmet Terminators may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Sekhmet Inceptor can replace its combi-bolter with an item from the Combi-Weapons list
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Psyker
KHENETAI OCCULT BLADEMASTER (May only be selected in an Thousand Sons kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 2+ 3+ 4 4 3 2 9 3+
EQUIPMENT - Two Force Swords - Bolt Pistol - Krak and frag grenades
RULES - Inspiring Presence - Psyker: It knows the Smite power and one psychic power from the relevant Discipline. - Mindsong of Blades: - If a Blademaster is chosen as your leader, Khenetai Blades may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Khenetai Blademaster can take melta bombs
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Psyker
40
50
30
AMMITARA CABAL FATE (May only be selected in an Thousand Sons kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 2+ 4 4 3 2 9 4+
EQUIPMENT - Bolt Pistol - Sniper Rifle - Combat Blade - Krak and frag grenades - Shroud Bombs
RULES - Inspiring Presence - Psyker: It knows the Smite and Mind Killer powers - Mind Killer ,Warp charge 7, If manifested, pick a friendly Thousand Sons Ammitara Intercessors model within 3” of the psyker. That model can re-roll failed hit and wound rolls made for shooting attacks until the start of the next Psychic phase. Additionally, until the start of the next Psychic phase models targeted by this model’s ranged attacks do not gain the benefits of being in cover to their saving throw. - Recon Armour: When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 9” from the enemy deployment zone and any enemy models. - Vanguard: Once both side are deployed but before the first player takes their turn, this model can move as if it were their Movement phase - If a Fate is chosen as your leader, Ammitara Intercessors may be selected as core. You may field 5 total (Including Leader)
OPTIONS The Ammitara Fate may take melta bombs
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Psyker
REAVER CHIEFTAN (May only be selected in a Sons of Horus kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 3 2 9 3+
EQUIPMENT - Bolt Pistol - Chainsword or Combat Blade - Frag and Krak Grenades
RULES - Inspiring Presence - Assassins Eye: Enemy Character models targeted by this model, within 12” ,can be targeted even if they are not the nearest visible enemy model. - Flanking Manoeuvres: During deployment, you can set up this model moving around the flanks instead of placing it on the battlefield. At the end of any of your Movement phases the model can join the battle - set it up so that all models in the model are within 7” of a battlefield edge of your choice and more than 9” from enemy models - If a Reaver Chieftain is chosen as your leader, Reavers may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Reaver Chieftian can take melta bombs - The Reaver Chieftian can take a hand flamer - Can take a boltgun, volkite charger or an item from the Combi-Weapons list - Can be equipped with a jump pack, gaining the Jump Pack and Fly keywords
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
25
25
JUSTAERIN CHAMPION (May only be selected in a Sons of Horus kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 4” 3+ 3+ 4 4 4 2 9 2+/4++
EQUIPMENT - Combi-Bolter - Power Weapon
RULES - Inspiring Presence - Furious Charge: This model adds 1 to their Attacks characteristic in the Fight phase if they charged in the preceding Charge phase. - Legion Elite: This model can re-roll hit rolls of 1 during the Fight phase - If a Justaerin Champion is chosen as your leader, Justaerin may be selected as core. You may field 5 total (Including Leader)
OPTIONS - Can replace its power weapon with a power fist, chainfist or lightning claw. - Can replace its combi-bolter with an item from the Combi-Weapons list. - Can replace its combi-bolter and power weapon with two lightning claws
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
GAL VORBAK DARK MARTYR (May only be selected in a Word Bearers kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 7” 3+ 3+ 5 5 4 3 9 3+/5++
EQUIPMENT - Bolt Pistol - Boltgun - Chainsword or Combat Blade - Frag and Krak Grenades
RULES - Inspiring Presence - Warp Strike: During deployment, you may set this model up in the warp instead of placing it on the battlefield. At the end of any of your first Movement phase this model may use a warp rift to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9” away from enemy models. - Legion Elite: This model can re-roll hit rolls of 1 during the Fight phase - If a Dark Marty is chosen as your leader, Dark Brethren may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Dark Martyr can replace its chainsword with an item from the Melee Weapons list. - The Dark Martyr can replace its chainsword and bolt pistol with two lightning claws. - The Dark Martyr can take melta bombs.
KEYWORDS Legiones Astartes, Traitor, Infantry, Daemon
40
55
ICONOCLAST (May only be selected in a Word Bearers kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 11” 3+ 3+ 4 4 3 2 9 3+5++
EQUIPMENT - Handflamer - Axe-rake - Jump Pack - Frag and Krak Grenades
RULES - Inspiring Presence - Jump Pack Assault: During deployment you can set the model up high in the skies instead of placing them on the battlefield. At the end of any of your Movement phases this model can assault from above - set them up anywhere on the battlefield that is more than 9” away from any enemy models. - Burning Descent: Immediately after deploying this model via the Jump Pack Assault ability, select 1 model within 12”. That model suffers 2D6 Strength 3, AP -1, Damage 1 hits. - Scorched Earth: Roll a D6 for each model that finishes a charge move within 1” of an enemy. On a 6 it takes a mortal wound. - If an Iconoclast is chosen as your leader, Incendiaries may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Iconoclast can replace his hand flamer with a plasma pistol or inferno pistol. - The Iconoclast can take up to three phosphex bombs. - The Iconoclast can take melta bombs
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Fly
HEADHUNTER PRIME (May only be selected in an Alpha Legion kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 2+ 4 4 3 2 9 3+
EQUIPMENT - Bolt Pistol - Bolter with Banestrike ammunition - Power dagger - Venomspheres - Frag and Krak Grenades
RULES - Inspiring Presence - Concealed Positions: When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 9” from the enemy deployment zone and any enemy models. - Assassins Eye: Enemy Character models within 12” can be targeted even if they are not the nearest visible enemy model. - Marked for Death: This model can re-roll hit and wound rolls of 1, against Character models – If a Headhunter Prime is chosen as your leader, Headhunters may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Headhunter Prime can replace its bolt pistol with a plasma pistol, inferno pistol or power fist. - The Headhunter Prime can replace its power dagger with a power weapon or power fist. - The Headhunter Prime can take melta bombs
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
25
25
HARROWER (May only be selected in an Alpha Legion kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 4” 3+ 3+ 4 4 4 2 9 2+/4++
EQUIPMENT - Volkite Charger - Power Axe
RULES - Inspiring Presence - Stubborn: If you roll a 6 when taking a Nerve or Rout test for this model, the test is automatically passed. - Legion Elite: This model can re-roll hit rolls of 1 during the Fight phase. - If a Harrower is chosen as your leader, Lernaean Terminators may be selected as core. You may field 5 total (Including Leader)
OPTIONS - The Harrower can take a venom sphere harness - May replace its power axe with a power fist or chainfist
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
35
LEGION TACTICAL MARINE
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 1 1 7 3+
EQUIPMENT - Bolt Pistol - Boltgun - Frag and Krak Grenades
RULES - May fire Boltgun or bolt pistol twice if you did not move, deep strike, or disembark from a transport that turn. May not overwatch till next turn
OPTIONS - Can replace their boltguns with chainswords
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
LEGION ASSAULT MARINE
NAME M WS BS S T W A Ld Sv
Legionnaire 12” 3+ 3+ 4 4 1 1 7 3+
EQUIPMENT - Bolt Pistol - Chainsword - Frag and Krak Grenades - Jump Pack
RULES
OPTIONS - Can take a combat shield - For every five Assault Marines in your Kill Team, one model can replace his chainsword with an item from the Power Weapons list, or replace his bolt pistol with a plasma pistol, or hand flamer
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Fly
LEGION BREACHER MARINE
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 1 1 7 3+/5++
EQUIPMENT - Bolt Pistol - Bolter - Frag and Krak Grenades - Boarding Shield
RULES - May reroll all failed saves against weapons that automatically hit
OPTIONS - For every five Breachers in your Kill Team, one model can replace its boltgun with either a volkite charger, graviton gun, meltagun, lascutter or flamer
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
10
13
11
LEGION TACTICAL SUPPORT MARINE
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 1 1 7 3+
EQUIPMENT - Bolt Pistol - Flamer - Frag and Krak Grenades
RULES - May take one Support Marine for every two Tac, Assault, or Breacher Marines
OPTIONS - Can replace their flamer with a rotor cannon, volkite charger, volkite caliver, plasma gun or meltagun - Can take a chainsword
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
LEGION RECON MARINE
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 1 1 7 3+
EQUIPMENT - Bolt Pistol - Boltgun - Chainsword - Shroud Bombs - Frag and Krak Grenades
RULES - Cameleoline: Add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1. - Recon Armour: A model with recon armour changes it’s Save to 4+. When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9” from the enemy deployment zone
OPTIONS - Can take cameleoline - Can take recon armour - Can replace boltgun with a sniper rifle, space marine shotgun, or chainsword
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
11
10
LEGION APOTHECARY (May only take one Apothecary in your kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 2 1 7 3+
EQUIPMENT - Bolt Pistol - Chainsword - Frag and Krak Grenades - Narthecium
RULES
OPTIONS - Can replace its chainsword with a power sword. - Can take either a volkite charger or an item from the Combi-Weapons list - Can be upgraded to a Legion Apothecary on Bike. If it does, it replaces its Infantry keyword with Biker - Can take a jump pack. If it does, its Move characteristic is increased to 12”, and it gains the Fly and Jump Pack keywords
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
LEGION TECHMARINE (May only take one Techmarine in your kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 3 2 7 2+
EQUIPMENT - Bolt Pistol - Power Axe - Frag and Krak Grenades - Servo Armour
RULES - Instead of shooting, you may have this model restore d3 wounds to a VEHICLE within 3” - Cyber-familiar: A unit with a cyber-familiar is never slowed by battlefield terrain
OPTIONS - Can take melta bombs. - Can take rad grenades. - Can replace its power axe with a thunder hammer. - Can replace its servo arm with a light c-beam cannon. - Can take an item from the Techmarine Equipment list. - Can take a cyber-familiar.
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
40
40
SERVO-AUTOMATA (You may only take one Servo-Automata in your kill team)
NAME M WS BS S T W A Ld Sv
Automata 6” 4+ 4+ 4 3 1 1 6 5+
EQUIPMENT -
RULES
OPTIONS - KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
LEGION TERMINATOR
NAME M WS BS S T W A Ld Sv
Legionnaire 5” 3+ 3+ 4 4 2 2 7 2+
EQUIPMENT - Combi-Bolter - Power Weapon
RULES - A Legion Terminator can take Cataphractii Armour. If it does its Move characteristic is reduced to 4” and has a 5++ OR - A Legion Terminator can take Tartaros Armour. If it does its Move characteristic is increased to 6” and it gains a 4++
OPTIONS - can replace its combi-bolter with a Volkite charger, or an item from the Combi-Weapons list. - Can replace its power weapon with a power fist, chainfist, thunder hammer or lightning claw - Can replace its power weapon and combi-bolter with two lightning claws. - For every five Terminators in your Kill Team, one Legion Terminator can replace its combi-bolter with a heavy flamer, reaper autocannon or plasma blaster
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
LEGION OUTRIDER MARINE
NAME M WS BS S T W A Ld Sv
Legionnaire 14” 3+ 3+ 4 5 2 1 7 3+
EQUIPMENT - Bolt Pistol - Chainsword - Frag and Krak Grenades - Space Marine Bike with TL Bolter
RULES -
OPTIONS - can replace the twin boltguns on their Legion Space Marine Bikes with twin plasma guns, twin meltaguns, or twin flamers - For every three Outriders in your Kill Team, one can replace his chainsword with a power weapon, or replace his bolt pistol with a plasma pistol, or hand flamer - Can take Melta bombs
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Bike
00
25
25
LEGION VETERAN TACTICAL MARINE
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 1 2 7 3+
EQUIPMENT - Bolt Pistol - Bolter - Chainsword - Frag and Krak Grenades - Power Armour
RULES - Veteran Tactics: Before the game begins select one of the following options. This unit gains the benefit of that ability for the duration of the game. • Marksmen: Any hit rolls of a 6+ that this unit makes with ranged weapons improve their AP value by 1 (e.g. an AP-1 weapon becomes AP -2). • Resolve: This rolls 3D6 for a failed Nerve or Rout Test and discards the highest • Weapon Masters: This unit can re-roll hit rolls of 1 during the Fight phase. • Xenobane: This unit can re-roll failed to wound rolls against models with _____ Keyword
OPTIONS - Can replace its chainsword with an item from the Power Weapons list. - Can replace its boltgun with an item from the Combi-Weapons list. - Can replace its bolt pistol with a volkite serpenta. - For every five Veterans in your Kill Team, one Veteran can replace its boltgun with an item from the Veteran Weapons list. Alternatively, the model can replace both its boltgun and chainsword with a pair of lightning claws - Can take Melta bombs - Depending on the Legion chosen, may replace its weapons with weapons specific to their parent legion
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
LEGION SEEKER MARINE
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 2+ 4 4 1 1 7 3+
EQUIPMENT - Bolt Pistol - Bolter - Chainsword - Frag and Krak Grenades
RULES - Special Issue Ammunition: When this unit fires any boltgun (or the boltgun part of combi-weapons), you can choose for it to fire special ammunition. If you do so, choose one kind of ammunition and apply the modifiers listed.
• Kraken shells Change the Range to 30” and the AP to -1 • Tempest shells Change the Range to 18”, the Strength to 3 and the Type to Rapid
Fire D3 • Scorpius shells Change the Strength to 5, the AP to -2 and the Type to Heavy 1
- Marked for Death: This unit can re-roll hit and wound rolls of 1, against Character units
OPTIONS - Can replace his boltgun with items from the Combi-weapon List - Can take melta bombs
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
17
13
LEGION SKYHUNTER MARINE (May only take three Skyhunters in your kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 16” 3+ 3+ 4 5 2 1 7 2+
EQUIPMENT - Bolt Pistol - Chainsword - Frag and Krak Grenades - Jetbike with TL Heavy Bolter
RULES -
OPTIONS - For every three Skyhunters in your Kill team, one may replace their Heavy Bolter with one of the following: Multi-Melta, Volkite Culverin, or Plasma Cannon - Can take Melta bombs
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Bike
LEGION DESTROYER MARINE
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 1 1 8 3+
EQUIPMENT - Pair of Bolt Pistols - Chainsword - Rad, Frag, and Krak Grenade
RULES - Suspensor Web: A weapon with a suspensor web does not suffer the penalty for moving and firing Heavy weapons. However, if it does move and fire in the same turn, half the weapon’s maximum range
OPTIONS - Can take a jump pack. If it does, its Move characteristic is increased to 12”, and it gains the Fly and Jump Pack keywords - For every three Destroyers in your Kill Team, one model can replace one of it’s bolt pistols with an item from the Pistols list or a missile launcher (rad missiles) with suspensor web. - Can take melta bombs
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
LEGION HEAVY SUPPORT MARINE
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 1 1 7 3+
EQUIPMENT - Bolt Pistol - Heavy Bolter - Frag and Krak Grenades
RULES - May reroll all failed saves against weapons that automatically hit
OPTIONS - Can replace Heavy Bolter with one of the following: Heavy Flamer, Autocannon, Multi-Melta, Missile Launcher, Plasma Cannon, Volkite Culverin, or a Lascannon - Can take Melta Bombs
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
35
14
15
PHOENIX TERMINATOR (May only be selected in a Emperor’s Children kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 4 2 9 2+/5++
EQUIPMENT - Phoenix Power Spear
RULES - Living Icon: Friendly Emperor’s Children models within 6” of models with this ability, subtract 1 when taking Nerve tests. - Sudden Strike: Models killed by Overwatch can attack as normal when this model is activated during the following Fight phase. - Legion Elite: This model can re-roll hit rolls of 1 during the Fight phase
OPTIONS -
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
PALATINE BLADE (May only be selected in a Emperor’s Children kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 2+ 3+ 4 4 3 2 9 2+
EQUIPMENT - Bolt Pistol - Charnabal Sabre - Frag and Krak Grenades
ABILITIES - Blademasters: Each hit roll of 6+ against a model in the Fight phase grants this model a single additional attack with the same weapon (additional attacks do not generate further attacks).
- Legion Elite: This model can re-roll hit rolls of 1 during the Fight phase
OPTIONS -
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
CHORA (May only be selected in a Emperor’s Children kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 3 2 9 3+
EQUIPMENT - The Cacophony - Bolt Pistol - Chainsword - Krak and frag grenades
RULES - The Cacophony: Enemy models in base contact with a model equipped with Cacophony suffer a -1 penalty to hits rolls during the Fight phase
OPTIONS
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
35
25
20
TYRANT SIEGE TERMINATOR (May only be selected in a Iron Warriors kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 4 2 9 2+/4++
EQUIPMENT - Twin Missile Launcher - Power Fist - Combi-Bolter
RULES - Wrecker: All attacks by this model cause an additional 1 point of damage against Buildings. - Omniscope: Enemy models do not receive the benefit to their saving throws for being in cover against attacks made by a Tyrant Siege Master
OPTIONS -
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
IRON HAVOC (May only be selected in a Iron Warriors kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 2+ 4 4 4 2 9 3+/5++
EQUIPMENT - Bolt Pistol - Heavy Bolter w Shrapnel Bolts - Frag and Krak Grenades
RULES - Tank Hunters: The model adds 1 to the strength of its weapons when targeting Vehicles. - Deadly aim: Models attacked by the Havoc in the shooting phase do not get any bonus to their saving throws because of cover
OPTIONS -
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
EXECUTIONER (May only be selected in a Night Lords kill team)
NAME M WS BS S T W A Ld Sv
Terror Marine 6” 3+ 3+ 4 4 3 2 9 3+
EQUIPMENT - Bolt Pistol - Chainsword - Frag and Krak Grenades
RULES - Executioners: This model can re-roll failed hit rolls against Infantry. Enemy models within 3” of one or more Terror Marines reduces its Leadership by 1. - Concealed Positions: When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 9” from the enemy deployment zone
OPTIONS -
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
35
20
20
NIGHT RAPTOR (May only be selected in Night Lords kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 12” 3+ 3+ 4 4 3 2 9 3+
EQUIPMENT - Bolt Pistol - Chainsword or Combat Blade - Frag and Krak Grenades - Jump Pack
RULES - Onslaught: This model gets +D3 Attacks on the charge
OPTIONS -
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Fly
RED BUTCHER TERMINATOR (May only be selected in a World Eaters kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 4” 2+ 4+ 4 4 4 2 9 2+/4++
EQUIPMENT - Combi Bolter - Power Axe
RULES - Ravening Madmen: This model can never re-roll their failed hit rolls, for any reason. If this model is within 1” of an enemy model is automatically passes any Morale tests it is required to take. Enemy models targeting this model during the Fight phase can never hit on worse than a 3+. - Dark Fury: If this model is equipped with two melee weapons, it gains +1 Attack. - Unstoppable Charge: This model can re-roll failed charge rolls
OPTIONS
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
RAMPAGER (May only be selected in a World Eaters kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 4+ 4 4 3 2 9 3+
EQUIPMENT - Bolt Pistol - Chainaxe - Frag and Krak Grenades
RULES - Vanguard: Once both side are deployed but before the first player takes their turn, this model can move as if it were their Movement phase - Feel No Pain: Roll a dice for each wound this model suffers; on a 6, that wound is ignored
OPTIONS -
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
20
20
35
GRAVE WARDEN TERMINATOR (May only be selected in a Death Guard kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 4” 3+ 3+ 4 4 4 2 9 2+/4++
EQUIPMENT - Assault Grenade Launcher w/Krak and Toxin Grenades - Power Fist
RULES - Death Cloud: Infantry and Biker models charging this model do not get to strike during the ‘chargers’ portion of the Fight phase. Instead they can be activated in the alternating activation stage along with models that did not charge
OPTIONS -
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
DEATHSHROUD TERMINATOR (May only be selected in a Death Guard kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 5” 3+ 3+ 4 4 4 2 9 2+/5++
EQUIPMENT - Hand Flamer with Chem-munitions - Deathshroud Power Scythe
RULES
OPTIONS
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
SEKHMET TERMINATOR (May only be selected in an Thousand Sons kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 5” 3+ 3+ 4 4 4 2 9 2+/4++
EQUIPMENT - Force Weapon (Axe, Maul, or Sword) - Combi-Bolter with Asphyx Shells
RULES - Psyker: It knows the Smite power and one psychic power from the relevant Discipline
OPTIONS -
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Psyker
35
35
45
KHENETAI OCCULT BLADE (May only be selected in an Thousand Sons kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 2+ 3+ 4 4 3 2 9 3+
EQUIPMENT - Two Force Swords - Bolt Pistol - Krak and frag grenades
RULES - Psyker: It knows the Smite power and one psychic power from the relevant Discipline. - Mindsong of Blades:
OPTIONS -
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Psyker
AMMITARA INTERCESSOR (May only be selected in an Thousand Sons kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 2+ 4 4 3 2 9 4+
EQUIPMENT - Bolt Pistol - Sniper Rifle - Combat Blade - Krak and frag grenades - Shroud Bombs
RULES - Psyker: It knows the Smite and Mind Killer powers - Mind Killer ,Warp charge 7, If manifested, pick a friendly Thousand Sons Ammitara Intercessors model within 3” of the psyker. That model can re-roll failed hit and wound rolls made for shooting attacks until the start of the next Psychic phase. Additionally, until the start of the next Psychic phase models targeted by this model’s ranged attacks do not gain the benefits of being in cover to their saving throw. - Recon Armour: When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 9” from the enemy deployment zone and any enemy models. - Vanguard: Once both side are deployed but before the first player takes their turn, this model can move as if it were their Movement phase
OPTIONS
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Psyker
25
20
REAVER (May only be selected in a Sons of Horus kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 3+ 4 4 3 2 9 3+
EQUIPMENT - Bolt Pistol - Chainsword or Combat Blade - Frag and Krak Grenades
RULES - Assassins Eye: Enemy Character models within 12” can be targeted even if they are not the nearest visible enemy model. - Flanking Manoeuvres: During deployment, you can set up this model moving around the flanks instead of placing it on the battlefield. At the end of any of your Movement phases the model can join the battle - set it up so that all models in the model are within 7” of a battlefield edge of your choice and more than 9” from enemy models
OPTIONS -
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
JUSTAERIN TERMINATOR (May only be selected in a Sons of Horus kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 4” 3+ 3+ 4 4 4 2 9 2+/4++
EQUIPMENT - Combi-Bolter - Power Weapon
RULES - Furious Charge: This model adds 1 to their Attacks characteristic in the Fight phase if they charged in the preceding Charge phase. - Legion Elite: This model can re-roll hit rolls of 1 during the Fight phase
OPTIONS -
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
GAL VORBAK DARK (May only be selected in a Word Bearers kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 7” 3+ 3+ 5 5 4 3 9 3+/5++
EQUIPMENT - Bolt Pistol - Boltgun - Chainsword or Combat Blade - Frag and Krak Grenades
RULES - Warp Strike: During deployment, you may set this model up in the warp instead of placing it on the battlefield. At the end of any of your first Movement phase this model may use a warp rift to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9” away from enemy models. - Legion Elite: This model can re-roll hit rolls of 1 during the Fight phase
OPTIONS
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Daemon
20
35
50
INCENDIARY (May only be selected in a Word Bearers kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 11” 3+ 3+ 4 4 3 2 9 3+5++
EQUIPMENT - Handflamer - Axe-rake - Jump Pack - Frag and Krak Grenades
RULES - Jump Pack Assault: During deployment you can set the model up high in the skies instead of placing them on the battlefield. At the end of any of your Movement phases this model can assault from above - set them up anywhere on the battlefield that is more than 9” away from any enemy models. - Burning Descent: Immediately after deploying this model via the Jump Pack Assault ability, select 1 model within 12”. That model suffers 2D6 Strength 3, AP -1, Damage 1 hits. - Scorched Earth: Roll a D6 for each model that finishes a charge move within 1” of an enemy. On a 6 it takes a mortal wound
OPTIONS -
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry, Fly
HEADHUNTER (May only be selected in an Alpha Legion kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 6” 3+ 2+ 4 4 3 2 9 3+
EQUIPMENT - Bolt Pistol - Bolter with Banestrike ammmodelion - Power dagger - Venomspheres - Frag and Krak Grenades
RULES - Concealed Positions: When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 9” from the enemy deployment zone and any enemy models. - Assassins Eye: Enemy Character models within 12” can be targeted even if they are not the nearest visible enemy model. - Marked for Death: This model can re-roll hit and wound rolls of 1, against Character models
OPTIONS
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
20
20
LERNAEAN TERMINATOR (May only be selected in an Alpha Legion kill team)
NAME M WS BS S T W A Ld Sv
Legionnaire 4” 3+ 3+ 4 4 4 2 9 2+/4++
EQUIPMENT - Volkite Charger - Power Axe
RULES - Stubborn: If you roll a 6 when taking a Morale test for this model, the test is automatically passed. - Legion Elite: This model can re-roll hit rolls of 1 during the Fight phase
OPTIONS
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Infantry
LEGION RHINO
NAME M WS BS S T W A Ld Sv
Legionnaire 12” 6+ 3+ 6 7 5 3 8 3+
EQUIPMENT - Combi-Bolter - Searchlight - Smoke Launchers
RULES -
OPTIONS
KEYWORDS Legiones Astartes, Legion, Traitor/Loyalist, Vehicle
35
30
COMBI WEAPONS Combi-bolter Combi-flamer Combi-grenade launcher Combi-melta Combi-plasma Combi-volkite
MELEE WEAPONS Chainfist (Terminator only) Charnabal sabre (not available to Terminators) Heavy chainsword (not available to Terminators) Lightning claw Paragon blade (Praetor only) Power fist Power Weapons Thunder hammer
PISTOLS Archaeotech pistol*
Hand flamer Plasma pistol Volkite serpenta
POWER WEAPONS Power axe Power lance Power maul Power sword
WARGEAR Boarding shield Combat shield Refractor field Outrider Bike Skyhunter Jetbike
RANGED WEAPONS Boltgun Combi-weapons Master-crafted boltgun (Praetor only)
Volkite charger
TECHMARINE EQUIPMENT Combi-Weapons Graviton gun Master-crafted boltgun Nuncio-vox Plasma pistol Volkite charger
VETERAN WEAPONS Flamer Heavy bolter with suspensor web Heavy chainsword Heavy flamer Lightning claw Meltagun Missile launcher (frag & krak missiles) with suspensor web Plasma gun Volkite charger
LEGION SPECIFIC ITEMS
Weapons Chart
WEAPON POINTS RANGE TYPE S AP D ABILITIES Archaeotech
Pistol 6 12” Pistol 1 6 -2 2 -
Blade struts 0 Melee Melee User -2 2 - Breaching charge 7 6” Grenade
D6 8 -3 D3 This weapon can only be used once per game.
Chainfist 14 Melee Melee x2 -4 2 When attacking with this weapon, you must subtract 1 from the hit roll.
Charnabal sabre 2 Melee Melee User -2 1 Every time you make a Hit roll of 6+ with this weapon, that attack is resolved with an AP of -4 instead of -2.
Combi-bolter 2 24” Rapid Fire 2
4 0 1 -
Combi-flamer 11 When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
- Boltgun - 24” Rapid Fire 1
4 0 1 -
- Flamer - 8” Assault D6
4 0 1 This weapon automatically hits its target.
Combi-grenade launcher
9 When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
- Boltgun - 24” Rapid Fire 1
4 0 1 -
- Grenade launcher
- When attacking with this weapon, choose one of the profiles below.
- Frag grenade - 24” Assault D6
3 0 1 -
- Krak grenade - 24” Assault 1 6 -1 D3 - Combi-melta 19 When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1
from all hit rolls for this weapon. - Boltgun - 24” Rapid Fire
1 4 0 1 -
- Meltagun - 12” Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Combi-plasma 15 When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
- Boltgun - 24” Rapid Fire 1
4 0 1 -
- Plasma gun 13 When attacking with this weapon, choose one of the profiles below. - Standard - 24” Rapid Fire
1 7 -3 1 -
- Supercharge - 24” Rapid Fire 1
8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
Combi-volkite 8 When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
- Boltgun - 24” Rapid Fire 1
4 0 1 -
- Volkite charger - 15” Assault 2 5 0 2 - Flamer 9 8” Assault
D6 4 0 1 This weapon automatically hits its target.
Force axe 10 Melee Melee +1 -2 D3 - Force lance 9 Melee Melee +2 -1 D3 - Force stave 8 Melee Melee +2 -1 D3 - Force sword 8 Melee Melee User -3 D3 - Frag grenade 0 6” Grenade
D6 3 0 1 -
Graviton gun 15 18” Assault 2 5 -3 1 If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
Grenade harness 8 12” Assault
D6 4 -1 1 -
Hand flamer 8 6” Pistol D3 3 0 1 This weapon automatically hits its target. Heavy bolter 10 36” Heavy 3 5 -1 1 -
Heavy chainsword 2 Melee Melee +2 0 1 - Heavy flamer 17 8” Heavy D6 5 -1 1 This weapon automatically hits its target. Inferno pistol 9 6” Pistol 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when
inflicting damage with it and discard the lowest result. Light c-beam
cannon 22 42” Heavy D3 6 0 1 Attacks from a light c-beam cannon that target enemies at over
half its range are resolved at Strength 8, AP -1 and Damage 2. Lightning claw 8/12 Melee Melee User -2 1 You can re-roll failed wounds with this weapon. If a model is
armed with two lightning claws, each time it fights it can make 1 additional attack with them.
Lightning gun 12 18” Heavy 1 7 0 1 You can re-roll failed wound rolls with this weapon. On a wound roll of 6+; change that hit’s AP to -3 and Damage to 2.
Master-crafted boltgun
3 24” Rapid Fire 1
4 -1 2 -
Melta bomb 5 4” Grenade 1
8 -4 D6 You can re-roll failed wound rolls for this weapon if the target is a Vehicle.
Meltagun 17 12” Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Missile launcher 25/20 When attacking with this weapon, choose one of the profiles below. - Frag missile - 48” Heavy D6 4 0 1 - - Krak missile - 48” Heavy 1 8 -2 D6 - - Rad missile *20 48” Heavy D3 4 -2 1 Your opponent must subtract 1 from the Toughness characteristic
of any Infantry or Biker units that have suffered any hits from rad grenades or rad missiles until the end of the turn.
Multi-laser 15 36” Heavy 3 6 0 1 - Multi-melta 27 24” Heavy 1 8 -4 D6 If the target is within half range of this weapon, roll two dice
when inflicting damage with it and discard the lowest result. Needle pistol 2 12” Pistol 1 1 0 1 A needle pistol always wounds on a 2+, unless the target model is
a Vehicle Paragon blade 21 Melee Melee +2 -3 D3 -
Phosphex bomb 8 6” Grenade D3+1
5 -3 1 You can re-roll failed wound rolls against Infantry and Biker units. This weapon can only be used once per battle.
Phosphex discharger
20 18” Heavy 2D3+2
5 -3 1 You can re-roll failed wound rolls against Infantry and Biker units. This weapon can only be used once per battle.
Plasma blaster 17 When attacking with this weapon, choose one of the profiles below. - Standard - 18” Assault 2 7 -3 1 -
- Supercharge - 18” Assault 2 8 -3 2 For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s shots have been resolved.
Plasma gun 13 When attacking with this weapon, choose one of the profiles below. - Standard - 24” Rapid Fire
1 7 -3 1 -
- Supercharge - 24” Rapid Fire 1
8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
Plasma pistol 7 When attacking with this weapon, choose one of the profiles below. - Standard - 12” Pistol 1 7 -3 1 -
- Supercharge - 12” Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain. Power axe 5 Melee Melee +1 -2 1 - Power fist 12 Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the
hit roll. Power lance 4 Melee Melee +2 -1 1 - Power maul 4 Melee Melee +2 -1 1 -
Power sword 4 Melee Melee User -3 1 - Quad gun 30 48” Heavy 8 7 -4 2 This weapon gets +1 to hit against units with the Fly keyword.
However it gets -1 to hit all other units. Quad heavy
bolter 36 36” Heavy 12 5 -1 1 -
Quad lascannon 80 48” Heavy 4 9 -3 D6 - Quad launcher 40 When attacking with this weapon, choose one of the profiles below.
- Frag shells +5 60” Heavy
4D3 5 0 1 This weapon can target units that are not visible to the bearer.
- Shatter shells +5 24” Heavy 4 8 -2 3 - - Incendiary shells +5 60” Heavy
4D3 4 0 1 This weapon can target units that are not visible to the bearer.
Units targeted by this weapon do not gain any bonus to their saving throw for being in cover.
- Splinter shells +5 36” Heavy 4D3
2 0 1 This weapon can target units that are not visible to the bearer. On a wound roll of 6+; change this weapon’s AP to -3.
- Phosphex canister shot
+40 36” Heavy 2D6+2
5 -3 1 You can re-roll failed wound rolls against Infantry and Biker units. This weapon can target units that are not visible to the bearer.
Rad grenade 2 6” Grenade D3
- - - This weapon does not inflict any damage. Your opponent must subtract 1 from the Toughness characteristic of any Infantry or Biker units that have suffered any hits from rad grenades or rad missiles until the end of the turn.
Rotor cannon 6 30” Rapid Fire 3
3 0 1 -
Rotor cannon (bio-corrosive
rounds)
11 16” Rapid Fire 3
1 0 1 This weapon always wounds on a 4+, unless the target model is a Vehicle
Shock chargers 20 Melee Melee User -3 1 - Shroud bombs 0 12” Grenade
D6 - - - This weapon does not inflict any damage. Your opponent must
subtract 1 from any hit rolls made for Infantry units that have suffered any hits from shroud bombs until the end of the turn.
Sniper rifle 4 36” Heavy 1 4 0 1 This weapon can target a Character even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
Space marine shotgun
0 12” Assault 2 4 0 1 If the target is within half range, add 1 to this weapon’s Strength.
Special issue boltgun
3 When attacking with this weapon, choose one of the profiles below.
- Standard Rounds - 24” Rapid Fire 1
4 0 1 -
- Kraken bolt shells
- 30” Rapid Fire 1
4 -1 1 -
- Tempest bolt shells
- 18” Rapid Fire D3
3 0 1 -
- Scorpius bolt shells
- 24” Heavy 1 5 -3 2 You can re-roll failed wounds with this weapon
Volkite caliver 12 30” Heavy 2 6 -1 2 Each time you make a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage
Volkite charger 6 15” Assault 2 5 0 2 - Volkite culverin 24 45” Heavy 4 6 -1 2 Each time you make a wound roll of 6+ for this weapon, the target
suffers D3 mortal wounds in addition to any other damage Volkite serpenta 4 10” Pistol 1 5 0 2 -
Legion Specific Weapons Chart
WEAPON POINTS RANGE TYPE S AP D ABILITIES